Trading card game

ABSTRACT

The present invention is directed toward a method for playing a trading card game between a first player and a second player. In one embodiment, the method includes the steps of determining that the first player has an initiative, which allows the first player to perform a plurality of steps during a first cycle prior to the second player performing any of the steps during the first cycle. Subsequently, the second player can perform a plurality of steps during the first cycle. The initiative then shifts to the second player, at which time the second player can perform a plurality of steps during a second cycle prior to the first player performing any of the steps during the second cycle. In another embodiment, the method includes temporarily eliminating one of a first card and a second card from play and reorienting the deactivated card on the play area to be recognizable as a card that has been temporarily deactivated from play. The method can also include calculating a score of the game based on a difference between a value of the first card and a value of the second card.

BACKGROUND

Playing card games have been popular for many years. However, with theadvent of computer games, the relative simplicity of classic playingcard games appears to have taken a backseat. Many of today's computergames do not require an opponent, allowing individuals to play alonewith no personal interaction, one-on-one or group competition. Further,many of the old style playing card games are necessarily restricted bythe inherent limitations of the standard 52-card playing card deck whichcan lack sophistication, creativity, diversity and complexity.Consequently, an increasing number of individuals appear to begravitating toward somewhat more anti-social, less interactive computergames.

SUMMARY

The present invention is directed toward a method for playing a tradingcard game between a first player and a second player. In one embodiment,the method includes the steps of determining that the first player hasan initiative. The initiative allows the first player to perform aplurality of steps during a first cycle prior to the second playerperforming any of the steps during the first cycle. Subsequently, thesecond player can perform a plurality of steps during the first cycle.The initiative then shifts to the second player, at which time thesecond player can perform a plurality of steps during a second cycleprior to the first player performing any of the steps during the secondcycle.

In another embodiment, the method includes the steps of providing aplurality of cards to the first player including a first card and asecond card that are substantially similar. The first card and thesecond card can have at least one of an attack value and a defensevalue. The method also includes providing a plurality of cards to thesecond player including a third card, with the third card having one ofan attack value and a defense value that is measured against one of theattack value and the defense value of the first card, and the firstplayer increasing at least one of the attack value and the defense valueof the first card with the second card.

In still another embodiment, the method includes the steps of providinga plurality of cards to the first player including a first card having afirst value, providing a plurality of cards to the second playerincluding a second card having a second value, the first playerdefeating the second card with the first card based on a comparison ofthe value of the first card and the value of the second card, the secondcard becoming temporarily deactivated from play, and reorienting thesecond card to be recognizable as a card that has been temporarilydeactivated from play.

In yet another embodiment, the method includes the steps of providing aplurality of cards to the first player including a first card having afirst value, providing a plurality of cards to the second playerincluding a second card having a second value, the first playerdefeating the second card with the first card based on a comparison ofthe value of the first card and the value of the second card, the secondcard becoming temporarily deactivated from play, and calculating a scoreof the game based on a difference between the first value and the secondvalue.

The present invention is also directed toward a trading card game thatutilizes one or more of the above methods.

BRIEF DESCRIPTION OF THE DRAWINGS

The novel features of this invention, as well as the invention itself,both as to its structure and its operation, will be best understood fromthe accompanying drawings, taken in conjunction with the accompanyingdescription, in which similar reference characters refer to similarparts, and in which:

FIG. 1 is a top view of one embodiment of a layout of a trading cardgame in progress having features of the present invention;

FIG. 2A is a top view of a first embodiment of a trading card havingfeatures of the present invention;

FIG. 2B is a top view of a second embodiment of a trading card havingfeatures of the present invention; and

FIG. 3 is a flowchart of one embodiment of a cycle used during thetrading card game.

DESCRIPTION

The present invention is directed toward a trading card game thatincludes a plurality of trading cards (referred to herein as “cards”).

FIG. 1 illustrates one embodiment of a layout of the trading card game10 in progress. Although the trading card game 10 is described herein asa two-player game, this is for convenience of discussion only, and it isrecognized that any number of players can play the trading card game 10.In one embodiment, each player can have a deck consisting of a pluralityof completely distinct cards 12. Alternatively, each deck of cards 12can include certain cards 12 that are duplicated within the deck. Anynumber of cards 12 can be used in the deck for each player. However, inone embodiment, each deck can include at least approximately 40 cards12. In yet another embodiment, each deck must include at least 60 cards12.

For representative purposes, cards 12 showing an “F” are positioned withthe face of the card facing upwards, and cards 12 showing a “B” arepositioned with the backside of the card 12 facing upwards. Cards 12that are face up are either “ready” or “exhausted”; cards 12 that areface down are “stunned”. In one embodiment, cards 12 are consideredready when they are upright and are face up. Further, cards 12 areconsidered to be “exhausted” when they are turned sideways and are faceup. Cards 12 are stunned when they are turned sideways and are facedown. In one embodiment, cards 12 enter the game readied, unlessotherwise instructed.

FIG. 1 is a representative layout of one embodiment of the trading cardgame 10. In this embodiment which shows a two-player game, a firstplayer has a first card region 14A, and the second player has a secondcard region 14B. Each card region 14A, 14B includes various subregions,although for ease of discussion, only the first card region 14A will bedescribed in detail herein. The subregions of the first card region 14Acan include a resource row 16, a support row 18, a front row 20, a deckarea 22 and a KO area 24. These subregions 16, 18, 20, 22, 24 can belocated in any position convenient for the first player provided thatthere is consistency from the first player's card region 14A to thesecond player's card region 14B. For example, the subregions 16, 18, 20,22, 24 of each card region 14A, 14B can basically be mirrored. Moreover,each player may hold one or more cards 12 in that player's hand 25. Thecards 12 illustrated in FIG. 1 are for convenience of discussion only,and will be referred to for purposes of describing the characteristicsof the cards 12, the subregions 16, 18, 20, 22, 24 and the overall playof the trading card game 10.

In the embodiment illustrated in FIG. 1, the resource row 16 ispositioned closest to the first player. The support row 18 is the nextrow farther away from the first player and the front row 20 is thefurthest subregion from the first player within the first player's cardregion 14A. These three rows 16, 18, 20 are collectively referred toherein as the play area 26.

The deck area 22 includes one or more cards 12 that are drawn at varioustimes during the game 10, as explained below. The KO area 24 is wherecards 12 that are “knocked out” are placed when they will no longer beused. The deck area 22 and the KO area 24 are positioned to the rightside of the play area 26, although the positioning of these areas 22, 24can be varied.

FIGS. 2A and 2B are simplified illustrations of two embodiments of thecards 212A, 212B, respectively. Any of the cards can include some or allof the features illustrated on card 212A in FIG. 2A and/or card 212B inFIG. 2B. Stated another way, each card can include one or more featuresshown on the cards 212A, 212B in FIGS. 2A and 2B, but need not includeall of the features. The types of cards 212A, 212B that can be includedin the trading card game 10 can vary. In one embodiment, the inclusionor exclusion of certain features can distinguish one type of card 212A,212B from another. Further, during the description of the types of cards212A, 212B herein, reference will necessarily be made to the layoutillustrated in FIG. 1 for clarity.

For example, the trading card game 10 can include one or more charactercards, equipment cards, location cards and/or plot cards, asnon-exclusive examples. In the embodiment illustrated in FIG. 2A, thecard shown is a character card 212A. The character card 212A canrepresent a hero, a villain, or any other type of character dependingupon the design requirements of the trading card game. Each charactercard 212A can indicate the name 228 of the character on the card 212A,as illustrated in FIG. 2A. Further, each character card 212A can includeone or more features described in greater detail below.

Each character card 212A can have a version 230 immediately under thename 228. Some character cards 212A have different versions 230 thatrepresent various times in the history of that character. In oneembodiment, for example, a player can have up to four copies of one ormore versions 230 in that player's deck. In alternative embodiments, theplayer can have greater or fewer than four copies of one or moreversions 230 in that player's deck.

Character cards 212A can be unique. In one embodiment, each player mayhave only one copy of a named character in play at a time, regardless ofthe version 230 of the character. When a specific character card 212A isrecruited as provided herein, any other character cards 212A by the samename 228 that are controlled by that player are placed into thatplayer's KO'd area 24 (illustrated in FIG. 1). Alternatively, a playermay have more than one character card 212A with the same name 228 inplay at a time. Still alternatively, some character cards 212A may notbe unique.

In the embodiment illustrated in FIG. 2A, the card 212A can include arecruit cost 232A. A player may recruit a character card 212A byspending resource points equal to the character's recruit cost 232A, asexplained in greater detail below.

Most character cards 212A are part of a team which can be indicated by ateam name 234 that is provided on the character card 212A. Charactercards 212A that are on the same team 234 can reinforce their fellowteammates and combine with them for team attacks, as set forth below. Ifno team name 234 appears, the character card 212A may not be a member ofa specific team.

Further, in one embodiment, some of the character cards 212A can includea flight symbol 236 indicating that the character card 212A exhibitsflight characteristics. For example, the flight symbol 236 can be a pairof wings, a specific color or any other suitable symbol or marking. Acharacter card 212A “with flight”, if positioned in the front row 20(illustrated in FIG. 1), can bypass or fly over an opposing front rowcharacter card 212A of the second player to attack a character card 212Ain the support row 18 (illustrated in FIG. 1) directly behind it(hereinafter referred to a “protected card”).

Character cards 212A can include a range symbol 238 indicating that thecharacter card 212A has “range”. The range symbol 238 can be anysuitable recognizable symbol, color or other marking. The range symbol238 indicates that the character card 212A can attack one of the secondplayer's cards from the support row 18 of the first player. As a furtherexample, the first player's character card 212A with both the flightsymbol 236 and the range symbol 238 can attack the second player'sprotected card in the support row 18 of the play area 26 of the secondplayer.

An attack value 240 of a character card 212A represents the ability ofthe character card 212A to fight. Further, a defense value 242 of acharacter card 212A represents the resistance to attack of the charactercard 212A.

The character card 212A can also include graphics 244 illustrating thecharacter that the character card 212A represents. Alternatively, thegraphics 244 can be provided for some other purpose.

The character card 212A can further include rules text 246A thatdescribes rules that are to be followed by the players, or a resultanteffect of the character card 212A, once the character card 212A isactivated.

FIG. 2B is a simplified illustration of a card 212B and can berepresentative of an equipment card, a location card and/or a plot twistcard. The specific card type 250 can be directly indicated on the card212B. In one embodiment for example, the equipment card 212B canrepresent gear, weapons and vehicles that character cards 212A can use.Somewhat similar to character cards 212A, the equipment card 212B caninclude a recruit cost 232B. The equipment card 212B can be recruited byspending resource points equal to the recruit cost 232B of the equipmentcard 212B, as explained below.

In one embodiment, one character card 212A may not be equipped with morethan one equipment card 212B at a time. In an alternative embodiment,one character card 212A can utilize multiple equipment cards 212B.Further, in one embodiment, the equipment cards 212B cannot be movedbetween characters. However, in an alternative embodiment, equipmentcards 212B are transferable between various character cards 212A.Moreover, in one embodiment, equipment cards 212B can only equipcharacter cards 212A within that same player's control.

In one embodiment of the game rules, when a character card 212A isremoved from play, any equipment card 212B that is attached to thecharacter card 212A is placed in its owner's KO area 24. Alternatively,the equipment card 212B can be transferred to another character card212A, or utilized in another manner.

Additionally, the equipment card 212B can also include rules text 246Bthat provides direction to the player regarding the effect of the card212B in the game 10. In one embodiment, the equipment card 212B alsoincludes options text 247 that describes one or more options that theplayer has for use of the equipment card 212B.

FIG. 2B can also represent a location card 212B, depending upon thefeatures appearing on the card 212B. The location card 212B can depictan important place within the context of the trading card game 10. Inone embodiment, the location card 212B can be placed face down in theresource row 16 (illustrated in FIG. 1) and may only be flipped face upfrom the resource row 16. In other words, when a location card 212B ispositioned face down in the resource row 16, at an appropriate timeduring the game, the location card 212B can be flipped over to makeactivate its rules text 246B. In one embodiment, once the location card212B is flipped up, it may not be turned face down again.

The location card 212B can also include a threshold cost 252. Thethreshold cost 252 represents the minimum number of resources that mustbe in included in the resource row 16 for the player to be permitted toturn the location card 212B up. The numeric value of the threshold cost252 can vary. In one embodiment, the once the threshold cost 252 hasbeen met, the location card 212B can be turned up at any subsequenttime. Further, any number of location cards 212B can be turned up, aslong as the threshold cost 252 for each has been satisfied.

In accordance with one embodiment of the game 10, once a location card212B is turned face up, it can stay in play and can continue to count asa resource on each turn. As an example, certain location cards 212B canhave powers that can be activated or they can provide continuingmodifiers to the game 10.

FIG. 2B can also represent a plot twist card 212B. The plot twist cardcan be representative of a surprise situation that affects the game 10or the character cards 212A within it. For example, one player can playone of the plot twist cards 212B from that player's resource row 16 asthe player has a number of resources equal to or greater than thethreshold cost 250 of the plot twist. In this embodiment, the plot twistcard 212B can be turned face up and the instructions on the card 212Bare followed.

Further, in one embodiment, the plot twist card 212B can be left in playand it can continue to count as a resource, but the plot twist card 212Bdoes not serve any other purpose unless it has an ongoing power icon 254indicated on the card 212B. A plot twist card can continue to haveactive powers when it is face up in the player's resource row 16. In oneembodiment, a plot twist card 212B with an ongoing power icon 254 can beplayed as described in the rules text 246B of the card 212B. Any rulestext can become effective as soon as the plot twist card 212B is turnedface up, and can continue to be in effect as long as the plot twist card212B remains face up in that player's resource row 16.

Further, the plot twist card 212B can include flavor text 256. Theflavor text 256 can be in the form of a quote of a character depicted inthe game 10, or it can be information or data relating to a particularcharacter in the game 10, as non-exclusive examples. In one embodiment,the flavor text 256 has little or no effect on the game 10.

The plot twist card 212B can also include a collector number 258 thatprovides the owner of the card 212B with information regarding whetherthe card 212B belongs to a particular set of cards. In addition, thecollector number 258 can indicate the relative commonality or rarity ofthe card 212B for collection and trading purposes.

Plot twist cards 212B can provide a one-time modifier to the tradingcard game 10, and can remain in play afterward, functioning as aresource. Further, in one embodiment, plot twist cards 212B may not beturned face down.

In a non-exclusive alternative embodiment, the plot twist card 212B canbe played from the resource row 16 and/or directly from the player'shand 25 as long as the player has a number of resources in play equal toor greater than the threshold cost 252 of the plot twist card 212B. Theplot twist card 212B can be shown to the other players and theinstructions on the card 212B followed. The plot twist card 212B canthen be placed in the player's KO area 24 instead of the player'sresource row 16. Further, plot twist cards 212B can be unique, or theycan be duplicative such that several copies of the same plot twist card212B may be in play at the same time.

Importantly, any of the card types 250 that are described above caninclude features from any of the other card types 250. To illustrate onerepresentative non-exclusive example, in order to avoid repetition, itis recognized that although options text 247 was not specificallydescribed in the context of the plot twist card 212B, the plot twistcard 212B can include options text 247 on the card 212B.

Playing the Game

Although it is recognized that the rules of the game can vary widelydepending upon the desires of the players, the rules of one embodimentof the game will now be described. In one embodiment of the trading cardgame, each player begins the game with a predetermined amount ofendurance, e.g. 50 endurance, as one example. The endurance representsthe staying power of that player's team of character cards. The objectof the game is to reduce the opponent's endurance to zero. In thissection, frequent reference will be made to the components of the gameillustrated in FIG. 1.

Each player can track his/her own endurance throughout the course of thegame. The players can use any known method of determining which playerwill gain the “initiative” to start the game, as described below, suchas by coin flip or roll of the dice. Each player can then draw anopening hand of a predetermined number of cards. In one embodiment, theopening hand consists of four cards, although this number can be greateror fewer than four.

In accordance with one embodiment of the game, if a player isdissatisfied with the opening hand, that player may immediately placethe cards on the bottom of that player's deck in any order and redrawfour new cards. In one embodiment, each player may do this only once pergame, and only at the start of the game.

The game according to the present invention is played in cycles, phasesand steps. During a cycle, players can put resources into play, recruitcharacters and fight battles. One player begins the cycle with theinitiative. That player is able to perform his steps first that cycle.

FIG. 3 is a flow chart illustrating an embodiment of one cycle 300 ofthe game, which includes various phases 360, 362, 370, 374 and steps364, 366, 368, 372. It is recognized that in different embodiments, thiscycle 300, including the indicated phases 360, 362, 370, 374 and steps364, 366, 368, 372 can be re-ordered. Further, one or more of theindicated phases 360, 362, 370, 374 and/or steps 364, 366, 368, 372 canbe omitted from the game entirely, or can be duplicated within one cycle300.

During a draw phase 360, all players draw a predetermined number ofcards. For example, in one embodiment, each player draws two cards.However, greater or fewer than two cards can be drawn during the drawphase 360.

In one embodiment of the game, the player with the initiative (asdetermined above) begins a build phase 362, and performs the three stepsof the build phase 362 in order. Once the player with the initiativecompletes the build phase 362, the next player completes the same threesteps of the build phase 362 in order. This continues until each playerhas completed all three steps of the build phase 362, which in oneembodiment includes a resource step 364, a recruit step 366 and aformation step 368. Each step 364, 366, 368 of the build phase 362 isdescribed in detail below.

During the resource step 364, the player may choose any one card fromthat player's hand 25 to put into that player's resource row 16 facedown as a resource. The card can be placed to the right of the previousresource that was put into play. In one embodiment, any character cards212A or equipment cards 212B placed into the resource row 16 may not beturned face up.

At the start of the recruit step 366, each card 12 in the player'sresource row 16 generates one resource point. Resource points can bespent recruiting character cards 212A and/or equipment cards 212B. Anyunspent resource points are lost at the end of the recruit step 366. Torecruit a character card 212A or an equipment card 212B, a number ofresource points must be spent that is equal to the recruit cost 232A ofthe card 212A, 212B. A newly recruited character card 212A can be placedface up into either the front row 20 or support row 18. Equipment cards212B must be attached to or associated with a corresponding charactercard 212A.

During the formation step 368, the player can rearrange that player'scharacter cards 212A by moving them into new rows or new positions inthat player's front row 20 and/or support row 18.

After each player has completed the build phase 362, the player withinitiative can then begin a combat phase 370. The combat phase 370includes an attack step 372. During the attack step 372, one or more ofthe character cards can attack the character cards of another player,one at a time. For example, the first player can choose one face upfront row character card 212A to be the attacker and an opposingunprotected character card 212A to be the defender. An unprotectedcharacter card 212A is a character card 212A in the front row 20 or acharacter card 212A in the support row 18 with no character card 212A infront of it.

As indicated previously, a character card 212A with a flight symbol 236can fly over a character card 212A in the front row 20 to attack aprotected character card 212A behind it. Further, a character card 212Awith a range symbol 238 can attack from the support row 18.Additionally, a character card 212A with the flight symbol 236 and therange symbol 238 can attack from the front row 20 and/or the support row18, into either the front row 20 or the support row 18.

The attack begins by “exhausting” the declared attacker card. In oneembodiment, a card becomes exhausted by turning the face up cardsideways. Alternatively, other suitable means of showing that a card isexhausted can be utilized.

To resolve an attack, first the attack value 240 of the attacker card iscompared to the defense value 242 of the defender card. In oneembodiment, if the attack value 240 of the attacker card is less thanthe defense value 242 of the defender card, nothing happens to thedefender card. Further, if the attack value 240 of the attacker card isequal to the defense value 242 of the defender card, the defender willbe stunned, as described in greater detail below. If the attack value240 of the attacker card is greater than the defense value 242 of thedefender card, the defender will be stunned and the defender player willtake an endurance deduction equal to the difference between the attackvalue 240 and the defense value 242.

Second, the attack value 240 of the defender card is compared to thedefense value 242 of the attacker card. In one embodiment, if the attackvalue 240 of the defender card is less than the defense value 242 of theattacker card, nothing happens to the attacker card. If the attack value240 of the defender card is equal to or greater than the defense value242 of the attacker card, the attacker card is stunned.

In accordance with one embodiment of the game, when a character card212A is stunned, the player controlling the card 212A loses enduranceequal to the recruit cost of the character card 212A. The character card212A is then turned face down in the exhausted state. A stunnedcharacter card 212A can remain in the row and column that it occupies,but it no longer protects a character card 212A in the support row 18immediately behind it. A stunned character card 212A still counts as acharacter card 212A and retains its name 228, version 230 and team name234. In one embodiment, a stunned character card 212A cannot ready,cannot be attacked, and its rules text 246A is inactive. Any player maylook at any stunned character card 212A at any time.

When the attack value 240 of the attacker card is greater than thedefense value 242 of the defender card, the player controlling thedefender card loses endurance equal to the difference between the attackvalue 240 and the defense value 242 of the defender card.

If an opponent controls no character cards 212A or if all of his/hercharacter cards 212A are stunned, the opponent's endurance can bedirectly attacked. This is accomplished by declaring an attack asnormal, but since there is no defender, the attack value 240 of theattacker card is subtracted from the opposing player's endurance.

Once one attack is completed by one of the players, the same player maydeclare another attack. Attacks can continue in this manner until nomore legal attackers remain, or until the player chooses not to makeanother attack. After the player is finished with all attacks, the nextplayer in initiative order runs all his attacks.

In one embodiment, if one opposing character card 212A is larger thanany single character card 212A controlled by a potential attacker,character cards 212A from the same team 234 can work together to takeout a larger opponent. A team attack is a combined attack by multiplecharacter cards 212A on the same team 234 against a single defender. Anynumber of character cards 212A can participate in a team attack, butthey must all have the same team name 234 and each of the charactercards 212A must legally be able to attack the defender.

To resolve a team attack, first the attack values 240 of all theattackers are added together and compared to a total of the defensevalue 242. If the total of the attack values 240 of the attacker cardsis equal to or greater than the defense value of the defender card, thedefender will be stunned. In one embodiment, team attacks againstcharacter cards 212A do not cause endurance loss.

Second, the player controlling the defender card chooses one of theattacker cards. If the attack value 240 of the defender card is equal toor greater than the defense value 242 of the chosen attacker card, thechosen attacker will be stunned.

When a strong attacker card is up against a weak defender card, there isthe potential for large amounts of endurance loss. However, in oneembodiment, a defending character card 212A can be reinforced,preventing all endurance loss. A ready character card 212A in thesupport row that is either directly behind or to the immediate left orright of a defending character card 212A with the same team name 234 maybe exhausted to reinforce the defender card. When an attack resolvesagainst a reinforced character card 212A, all endurance loss is reducedto zero. Reinforcement lasts until the end of an attack.

A power-up is one way to increase the attack value 240 and/or thedefense value 242 of a character card 212A you control. You may power-upan attacker card or a defender card by discarding a substantiallysimilar character card 212A from your hand 25. As used herein, a“substantially similar” card can have the same character and the sameattack value 240 and/or defense value 242, although the card may be adifferent version 230, for example. As another example, thesubstantially similar card may have the same name 234 as the attackercard or defender card, although there may be other slight differencesthat would basically be inconsequential to the outcome of an attack, forinstance. The powered-up character card 212A gains plus 1 on the attackvalue 240 and plus 1 on the defense value 242 until the end of theattack. Character cards 212A may be powered-up multiple times during anattack. In this embodiment, the discarded character card 212A goes tothat player's KO area 24.

In one embodiment of the rules, if an attacker card or a defender cardis stunned or removed from play before an attack resolves, that card isno longer part of the attack. Further, if the attacker card is no longerpart of the attack, when the attack resolves, nothing happens. For teamattacks, the attack will still continue unless all attacker cards areremoved from the attack. Additionally, if an attacker card is no longerpart of a team attack, its attack value 240 is not included in theteam's attack value 240. In this embodiment, if the defender card is nolonger part of the attack, when the attack resolves, nothing happens andthe attacker card(s) ready so they can attack again. When a playerdeclares an attack, but before the declared attacker card exhausts, eachother player has the opportunity to respond by using powers or playingone or more plot twist cards 212B. Sometimes, a response may make thedeclared attack illegal. When this happens, the attack is canceled andthe declared attacker card is not exhausted. However, once the attackhas begun, it is too late to make the attack illegal.

During the recovery phase 374, one or more of the following rules canapply. First, if any player has zero or less endurance, he is knockedout of the game. If all players have zero or less endurance, the playerwith the highest (closest to zero) endurance wins the game. If allplayers have zero or less endurance and there is a tie for the highestendurance, each of the tied players play another cycle.

Second, starting with the initiative player, each player can choose onestunned character card 212A under that player's control. The playersrecover their chosen character card 212A and all remaining stunnedcharacter cards 212A are put into their respective KO areas 24. As usedherein, to “recover” a stunned character card 212A allows the player toturn the card 212A face up exhausted.

Third, all cards in play are readied, including the recovered card.

Fourth, the initiative is passed clockwise to the next player.

Fifth, the cycle 300 ends. The next turn begins with the draw phase 360.

In one embodiment of the trading card game, the cards can have powers.In this embodiment, there can be at least three types of powers whichcan be included in the rules text 246A, 246B. These types of powers caninclude a payment power, a triggered power and a continuous power.

The payment power can be identified by a specific symbol or graphic,such as an arrow, for example. The payment power requires the player topay a specific cost to generate the card's effect. The text precedingthe symbol or graphic is the cost to use that power and the text afterthe symbol or graphic is the effect that is generated. There are manydifferent costs that a payment power might require, such as payingendurance, discarding certain cards or exhausting character cards underthat player's control. The player may generate the effect of a paymentpower as many times as that player can pay the cost before the symbol orgraphic. In one embodiment, the cost is to activate the card, which canbe accomplished by turning the card sideways (exhausting it).

The triggered power can be identified by a particular keyword, such as“when”, “whenever”, or “at”, as non-exclusive examples. As soon as thetrigger conditions are met, the triggered power automatically generatesits effects. The triggered power can trigger multiple times in a cycleif the trigger condition is met multiple times.

The continuous power can be always active, and can continue to generategame effects as long the continuous power is on a card that is face upin play.

Whenever a player makes a play that generates an effect, each otherplayer may respond by playing a plot twist card or by using powers. Butsometimes more than one player will want to respond at the same time. Atiming “chain” is used in order to sort out these types of situations.When a player generates an effect, the effect becomes the first link onthe chain. As players respond with their own effects, more links areadded to the chain. Finally, when all players are finished responding,the links of the chain start resolving one link at a time starting withthe last link of the chain. Putting effects on the chain is governed bythe rules of priority.

In one embodiment, the rules of priority can be as follows. When a newphase 360, 362, 370, 374 begins, the player with initiative haspriority. When a new step 364, 366, 368, 372 begins, the player whosestep it is has priority. When an effect resolves it is removed from thechain and then priority is given to the player whose step it is. If thechain is not occurring within a step, the player with initiative haspriority. When a player has priority, he may either put an effect on thechain or pass. When a player puts an effect on the chain, he retainspriority. He may put another effect on the chain or pass. Once theplayer passes, priority is given to the next player. That player mayeither put an effect on the chain or pass. This continues until allplayers pass consecutively. Then the last effect put on the chainresolves. Priority is then given to the player whose step it is. If thechain is not occurring within a step, the player with initiative haspriority.

After each effect on the chain resolves, starting with the player whohas priority, all players can add new effects to the chain. If a neweffect is added, the chain continues to build until all players passconsecutively, at which point the chain starts to resolve again startingwith the last effect added. When the first effect placed on the chainresolves, the chain is empty.

As indicated previously, the trading card game 10 can alternatively beplayed by three or more players, as a non-exclusive example.

While the particular trading card game 10 as herein shown and disclosedin detail is fully capable of obtaining the objects and providing theadvantages herein before stated, it is to be understood that it ismerely illustrative of the presently preferred embodiments of theinvention and that no limitations are intended to the details ofconstruction or design herein shown other than as described in theappended claims.

1. A method for playing a trading card game between a first player and asecond player, the method comprising the steps of: determining that thefirst player has an initiative; the first player performing a pluralityof first steps during a first cycle prior to the second playerperforming any of the plurality of first steps during the first cycle;the second player performing a plurality of first steps during the firstcycle; shifting the initiative to the second player; and the secondplayer performing a plurality of first steps during a second cycle priorto the first player performing any of the plurality of first stepsduring the second cycle.
 2. The method of claim 1 further comprising thestep of alternating shifting the initiative between the first player andthe second player before each of a plurality of cycles following thesecond cycle.
 3. The method of claim 1 further comprising the step ofthe first player performing a second step during the first cycle priorto the second player performing the second step during the first cycle,the second step occurring following the second player performing theplurality of first steps during the first cycle.
 4. The method of claim3 further comprising the step of the second player performing the secondstep of the first cycle prior to the initiative shifting to the secondplayer.
 5. The method of claim 1 wherein the step of the first playerperforming a plurality of first steps includes using a second card toincrease a value of a first card that is controlled by the first player,the first card and the second card being substantially similar.
 6. Themethod of claim 5 wherein the step of the first player performing aplurality of first steps includes attacking a third card of the secondplayer with the first card, the outcome of the attack being determinedat least in part by comparing the value of the first card to a value ofthe third card.
 7. The method of claim 6 wherein the step of the firstplayer attacking a third card includes calculating a score of the gamebased on a difference between the value of the first card and the valueof the third card.
 8. A trading card game that is played using themethod of claim
 1. 9. A method for playing a trading card game between afirst player and a second player, the method comprising the steps of:providing a plurality of cards to the first player including a firstcard and a second card that are substantially similar, the first cardand the second card each having a same value; providing a plurality ofcards to the second player including a third card, the third card havinga value that is measured against the value of the first card; and thefirst player using the second card to increase the value of the firstcard.
 10. The method of claim 9 wherein the step of using includeseliminating the second card from play for a remainder of the game. 11.The method of claim 9 further comprising the step of the first playerattacking the third card of the second player with the first card, theoutcome of the attack being determined at least in part by comparing thevalue of the first card to a value of the third card.
 12. The method ofclaim 11 wherein the step of the first player attacking the third cardincludes calculating a score of the game based on a difference betweenthe value of the first card and the value of the third card.
 13. Themethod of claim 11 wherein the step of comparing includes determiningthat one of the cards is defeated, and further comprising the step ofreorienting the third card to be recognizable as a card that has beentemporarily deactivated from play.
 14. The method of claim 13 furthercomprising the step of the second player activating the third card sothat the third card is no longer deactivated from play.
 15. The methodof claim 14 wherein the step of activating the third card includesreorienting the third card to be recognizable as a card that has beenactivated.
 16. The method of claim 14 wherein the step of activatingincludes the second player choosing between the third card and a fourthcard to become activated, and further comprising the step of eliminatingthe fourth card from play for a remainder of the game.
 17. A tradingcard game that is played using the method of claim
 9. 18. A method forplaying a trading card game between a first player and a second player,the method comprising the steps of: providing a plurality of cards tothe first player including a first card having a value; providing aplurality of cards to the second player including a second card having avalue; the first player defeating the second card with the first cardbased at least in part on a comparison of the value of the first cardand the value of the second card, the second card becoming temporarilydeactivated from play; and reorienting the second card to berecognizable as a card that has been temporarily deactivated from playduring the trading card game.
 19. The method of claim 18 furthercomprising the step of the second player activating the second card sothat the second card is no longer deactivated from play.
 20. The methodof claim 19 wherein the step of activating the second card includesreorienting the second card to be recognizable as a card that has beenactivated.
 21. The method of claim 19 wherein the step of activatingincludes the second player choosing between the second card and a thirdcard to become activated, and further comprising the step of eliminatingthe third card from play for a remainder of the game.
 22. The method ofclaim 18 wherein the step of defeating the second card includes thefirst player increasing the value of the first card with a fourth cardthat is substantially similar to the first card.
 23. The method of claim22 further comprising the step of eliminating the fourth card from playfor a remainder of the game.
 24. The method of claim 18 furthercomprising the step of calculating a score of the game based on adifference between the value of the first card and the value of thesecond card.
 25. A trading card game that is played using the method ofclaim
 18. 26. A method for playing a trading card game between a firstplayer and a second player, the method comprising the steps of:providing a plurality of cards to the first player including a firstcard having a value; providing a plurality of cards to the second playerincluding a second card having a value; the first player defeating thesecond card with the first card based on a comparison of the value ofthe first card and the value of the second card, the second cardbecoming temporarily deactivated from play; and calculating a score ofthe game based on a difference between the value of the first card andthe value of the second card.
 27. The method of claim 26 wherein thestep of defeating includes the second player reorienting the second cardto be recognizable as a card that has been temporarily deactivated fromplay during the trading card game.
 28. The method of claim 27 furthercomprising the step of the second player activating the second card sothat the second card is no longer deactivated from play.
 29. The methodof claim 28 wherein the step of activating the second card includesreorienting the second card to be recognizable as a card that has beenactivated.
 30. The method of claim 28 wherein the step of activatingincludes the second player choosing between the second card and a thirdcard to become activated, and further comprising the step of eliminatingthe third card from play for a remainder of the game.
 31. The method ofclaim 26 wherein the step of defeating the second card includes thefirst player increasing the value of the first card with a fourth cardthat is substantially similar to the first card.
 32. The method of claim31 further comprising the step of eliminating the fourth card from playfor a remainder of the game.
 33. A trading card game that is playedusing the method of claim 26.